Ichor wrote:How about barrels that chase after you, but only if you're not looking at them (like those Boo ghosts in Super Mario World)? If they get too close...BOOM!
Imagine Barrels o' fun with that.
Spoiler:
Problem.png (236.5 KiB) Viewed 654 times
That'd turn out quite interesting
Re: Runaway Items
Posted: Sun Jul 26, 2009 9:53 pm
by TypeSaucy
Julius Clonkus wrote:
Ichor wrote:How about barrels that chase after you, but only if you're not looking at them (like those Boo ghosts in Super Mario World)? If they get too close...BOOM!
Imagine Barrels o' fun with that.
Spoiler:
Problem.png
That'd turn out quite interesting
that would've been good results for doomguy.
...
Re: Runaway Items
Posted: Sun Jul 26, 2009 10:42 pm
by Unknown_Assassin
Julius Clonkus wrote:
That'd turn out quite interesting
That wouldn't even be fair for Doomguy.
Re: Runaway Items
Posted: Mon Jul 27, 2009 7:25 am
by Ethril
Unknown_Assassin wrote:
Julius Clonkus wrote:
That'd turn out quite interesting
That wouldn't even be fair for Doomguy.
Yeah, those barrels wouldn't stand a chance!
Re: Runaway Items
Posted: Mon Jul 27, 2009 7:31 am
by Cutmanmike
I did that once with a painelemental, but couldn't get it to work the way I wanted because of the way A_CheckSight works.
Re: Runaway Items
Posted: Mon Jul 27, 2009 7:46 am
by Julius Clonkus
Cutmanmike wrote:I did that once with a painelemental, but couldn't get it to work the way I wanted because of the way A_CheckSight works.
I tried it with A_JumpIfInTargetLOS but I didn't manage to get it to work properly. It crashed everytime I looked at a barrel after 'pissing it off' (On second thought, it could also be turning my back on another barrel in E1M1.). No error whatsoever, which happens most of the time when I mess up coding.
Someone else can try to make Barrels o' fun a nightmare of being mobbed by explosive barrels.
Re: Runaway Items
Posted: Mon Jul 27, 2009 10:51 am
by Ethril
Julius Clonkus wrote:Someone else can try to make Barrels o' fun a nightmare of being mobbed by explosive barrels.
It's already been done, anyway. Several times. Example: Hideous Destructor.
Also I took the initiative of laying out the groundwork for "killer props". Very little of the actual coding is done, but I got all the boring stuff out of the way.